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Most popular at the top
- Greenwood Publishing Group 2007; US$ 75.00
Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part... more...
- Pearson Education 2007; US$ 17.99
Some new users to Second Life may find that it can be very difficult to navigate this new 3D space and even harder to find some of the more interesting places to visit. Many of the best places to visit in Second Life have remained a secret to the most active and seasoned users, until now! Now there is a guide for everyone who wants to access the top... more...
- HarperCollins 2009; US$ 13.99
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own?very real?economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social... more...
- SAGE Publications 2006; US$ 60.00
Combining theoretical and empirical analysis of the production, content and consumption of computer games, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment. Kerr examines: games as a new media form; design, development and marketing of games; and the use of games in public and private spaces. more...
- SAGE Publications 2006; US$ 58.00
The study of digital games is a lively area of research and theorising which draws upon perspectives from a range of disciplines, including sociology, psychology, media and film studies, economics, business, gender studies and computer science. This book brings together these perspectives to offer a unique survey of this field. more...
- Penguin Group US 2008; US$ 17.00
A year inside the fierce rivalries and big business of competitive videogaming A technology-fueled spin on a classic sports tale, Game Boys profiles "cyber-athletes" who compete for dominance in the professional gaming circuit, a world populated with rivalries, big egos, corporate sponsorships, and large cash prizes. Michael Kane's pioneering... more...
- Wiley 2008; US$ 24.99
If you’re a Dungeons & Dragons fan, you’ve surely thought of becoming a Dungeon Master. Learning to be a DM isn’t as hard as you might think, especially if you have Dungeon Master 4th Edition For Dummies tucked into your bag of tricks! From organizing your first D&D game to dealing with difficult players, this book covers... more...
- University of Alabama Press 2008; US$ 21.95
Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic... more...
- AMACOM 2009; US$ 24.95
Why market and sell to people only in the "real world"...when there's a "second life" filled with unlimited possibilities for profit? more...